People and places · Characters
Cor Kalom
Voice and dialogue
Attributes
Gothic difficulty values - Novice and Hard rescale them in-fight.
Combat calculator
Their protection
Combat matchup
Dangerous
Your hit: 42 · 15 hits to drop Cor Kalom.
Their hit: 145 · 1 hit to drop you.
Your attack
Cor Kalom: 18 Edge protection, 600 health.
Your defence
Kalom's Sword: 70 damage + 80 Strength - 5 protection.
Can you beat them?
Dial in your own weapon and gear. Both sides show the base damage of a first attack without a critical hit: weapon damage + Strength or Dexterity minus the matching protection, at least 1. A blocked melee hit loses the blocker's weapon damage plus Strength, but still deals at least 1.
Melee: weapon damage + Strength - protection. Bows and crossbows: (weapon damage + Dexterity - protection) × draw factor, at least 0.2; enemy shots are shown at 1. Protection below 0 counts as 0. Combo attack multipliers and critical hits are not included: see the Damage and protection page.
All stats shown are the Gothic baseline. Difficulty rescales enemies per archetype: on Hard they swing with half again the attributes and carry 20% more health; on Novice their protections drop. The numbers above already apply the selected difficulty.
Confirmed equipment
Weapon details
- 70Weapon damage
- EdgeDamage type
- 55Needs Strength
Protection
- 18 bluntProtection
- 18 edgeProtection
- 12 pointProtection
- 60 fireProtection
- 30 energyProtection
- 30 iceProtection
- 30 windProtection
Quests
- The Water Mages' PlanNew Camp | Chapter 3
- The Old Camp: Chapter 1Old Camp | Chapter 1
- The Cult's RecipeOld Camp | Chapter 1
- Swampweed HarvestSwamp Camp | Chapter 1
- Swampweed MonopolySwamp Camp | Chapter 1
- Admission to the Swamp CampSwamp Camp | Chapter 1
- I could get information from Joru.Swamp Camp | Chapter 1
- The AlmanacSwamp Camp | Chapter 2
- The Minecrawler NestSwamp Camp | Chapter 2
- The Lost ApprenticeSwamp Camp | Chapter 2
- Herb DeliverySwamp Camp | Chapter 2
- Y'BerionSwamp Camp | Chapter 2
- Orc CemeterySwamp Camp | Chapter 3
Equipment examples
Equipment examples. These items are separate from this character's carried items and loot.
Carried items
These are the items this character actually carries, with their stack counts. Values are the item's base worth in ore, the lumps of magic ore that are the Colony's only currency. Worn armour is never dropped.